TRAIN
// build the force"Cheap fodder or a few killers. Your call. Both have a way to die."
A slow-burn strategy game in the Breachlands. You train a force, send it out, fight it round-by-round, and haul the loot home. Then someone rolls up on you — and your base fights back without you.
Every phase feeds the next. You're never done — you're between raids.
"Cheap fodder or a few killers. Your call. Both have a way to die."
"You hit 'em clean. Took their stuff, walked away. Good night's work."
"Someone's rolling up on you. Better be home — or hope the walls hold."
"They hit you and left an address. Rude not to call back."
Pick a force. It travels. It fights, round by round. It comes home heavy — or it doesn't come home.
// Asymmetry · matched on skill
Each faction is strong into some fights and soft in others — the Concord holds steady but tops out low, the Adamant out-classes yet folds to attrition, the Myriad drowns you but breaks on focused power. Your faction is a playstyle, not a power level.
You climb on skill — paired fair by ELO against players near your rating. Cosmetic-only. No pay-to-win.
Log off and the walls don't. Your garrison answers the door. You wake up to a report — and an open score to settle.
The Breach fused worlds together. What's left of each is a faction — and a different way to win.
CONCORD"Order, by any means."Balanced baseline · the government line
ADAMANT"Few. Lethal. Unstoppable."Few · elite · irreplaceable
MYRIAD"You can't kill all of us."Cheap · numberless · relentless
// transmission ends · your move
Invite-only, pre-alpha. We let people in slowly, the same way the world is ending — a little at a time. Leave a line. We'll find you.
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